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Anton "Dvck" Lund found his way out of a jam on the ladder. Can you?
Dvck and Aleco discuss the importance of planning ahead, understanding the meta, and knowing when to pivot your role in a matchup.
The player interviews I've done with RayC and TerrenceM have been some of the most fun and informative episodes of "What's the Move?", so I was very excited when Anton "Dvck" Lund reached out to me via reddit with a play from a recent game of his. Playing as Combo Dragon Priest, Dvck was able to find his way out of a tough spot against Murloc Paladin. Can you do the same?
In this week's episode, Dvck and I discuss the importance of planning ahead, understanding the meta, and knowing when to pivot your role in a matchup. For what ended up being a relatively short episode by "WTM" standards, I was pleasantly surprised by how much we were able to break down together so quickly. The interview with Dvck was as fun as it was informative, so I hope to have him back on the show soon! If you're interested in watching some high-legend gameplay, be sure to tune into Dvck's stream on twitch.tv.
You can look forward to a few more episodes about the Hearthstone World Championships in the coming weeks, but I always welcome submissions and suggestions for future episodes. Did you have a favorite play from the world championships? Feel free to link me the VOD here on Icy Veins or send me a message on twitter @Aleco_P.
Thanks for watching!
I seem to struggle to get better DPS. I figured out that i used chaos strike and blade dance to less. and i should use less Throw glaive and fellrush.
But i stil seem to have trouble getting my dps on. Please take a look on the logs at the 14th.
I really dislike using the "eye beam build" (it feel slow to me) so i still use the 2221311 build.
Thanks already for helping / reading!
P.s. i have all legendary's
Kolento and ShtanUdachi found themselves in nearly identical situations at the world championships - but did they make the same decisions?
Episode 14 of "What's the Move?" discusses the importance of being mana efficient in the early game, as well as the relationship between speed and value.
The Hearthstone World Championships were full of incredible plays, sticky situations, and valuable lessons to be learned from the best players on the planet. There were far too many great plays to analyze in a single video, so for the next few episodes of "What's the Move?" I'll be breaking down all of my favorite plays from the World Championship weekend.
To kick things off we have a pair of Tempo Rogue vs. Highlander Priest matchups featuring Kolento and ShtanUdachi. Both players drew nearly identical opening hands, but did they did make same decisions?
If you managed to spot a particularly tricky or interesting play from the recent World Championships, please feel free to link it in the comment section below! I'd love to break down as many viewer-submitted topics as I can in the coming weeks and months, and I have little doubt that I may have missed some of the most fascinating plays from the tournament during my initial viewing.
Wishing you all the best of luck in the post-nerf meta!
First off, I absolutely adore this class and especially the brewmaster theme, but I'm just not making good use of it. I'm also not very good or knowledgable at it, so please excuse my stupidity in this ramble :P
With other tanks, I always feel like I'm in control. I have abilities that easily gather all enemies to me, but it's so different with the monk. If we're not counting the artifact weapon's special ability (since you spend at least 98 levels without it), I basically have a single proper AoE attack, being the Keg Smash. Compared to other tanks' abilites like Thunder Clap, Blood Boil, etc., I feel like Keg Smash is absolutely terrible. It has a much smaller radius, so I always have to run around and try to herd groups into tight bunches before I can effect all of them. If I'm completely surrounded by enemies within melee range, I feel like I'm lucky if I hit even a third of them with the splash, and so often I have to run around and tag drifters with melee attacks. I'm really jealous of the other classes' spells that are centered on the caster or placeable.
Am I doing something wrong, or is this a common problem? I know I have the Provoke ability as well, but being a single target spell with an 8 second cooldown, it doesn't really help my problem much. I really want to make my monk work, but I feel completely at a loss in dungeons and raids sometimes, and I always fall back to my prot paladin just because I feel like I'm doing an awful job with my monk.
Pleeease show me how I'm being an idiot and how the brewmaster is actually a competent tank!
Welcome to the post-Corridor Creeper meta.
Hearthstone Update 10.2 is now live worldwide and it's a big one!
The first change it brings are the nerfs to four cards that have terrorised dominated the meta up until now. Bonemare now costs 8 mana, Patches the Pirate no longer has Charge, Raza the Chained makes the Hero Power cost (1) instead of (0) and Corridor Creeper has been butchered down to 2 attack. You can read Aleco's interesting opinion piece on Blizzard's nerf policy here.
The second big addition of this patch is the Ranked Play update, which will take effect on March 2018. Players will now drop only 4 ranks with each monthly reset, all ranks will have 5 stars and you will only need to win 5 Ranked games to earn the monthly card back.
The Year of the Mammoth Bundle is also finally available on the Shop. For $19.99 or 19.99 EUR, you can get 30 packs - 10 for each of the Year of the Mammoth expansions (Un'Goro, KFT, K&C). Don't forget that the Quest for Packs event is still ongoing and an addition has been made to the grand prize winner reward: $1.200 (read here for more info)!
Lastly, the patch introduces the Wildfest event. From February 19 to March 11, Hearthstone is going Wild! Initially, you will be able to draft cards in Arena mode that are exclusive to Wild. Second, even though Tavern Brawl is usually on Wild format, there will be two special Wild Brawls. The first one is called "Venture Into the Wild" and it will just contain premade Wild decks for each class. The second one, "The Wild Brawlisseum", is basically a Wild Heroic Tavern Brawl, but with a major improvement: the first run will be free for everyone. You can read more about Wildfest here.
Below you can read the patch notes, which describe all the updates as well as various bug fixes. A massive change is that the timer for the first two turns will now be shorter!
The tavern is buzzing with all the stuff that’s packed into this Hearthstone update! There’s a Ranked Play update, a Wild party, card changes, and a chance to save on packs with a new Mammoth Card Bundle! We managed to squeeze in some card backs and bug fixes too!
Whew! Read on for details!
Ranked Play Update – This Hearthstone update brings changes to Ranked Play, starting March 1st. Read the Ranked Play Updates blog for details! Your reset will not be based on the stars you earned over the season. Instead, you’ll reset to four ranks below the highest rank you achieved during the season. Players at Legend reset to rank 4, 0 stars. All ranks will have 5 stars. Starting in March, you will no longer earn the monthly card back by reaching Rank 20. Instead, you can earn each season’s card back by winning 5 games in Ranked Standard or Wild at any rank. Card Changes – Please read the Upcoming Balance Changes blog on the official Hearthstone site for full details regarding the reasons and philosophy behind these changes. Corridor Creeper – Now has 2 attack, down from 5.
Patches the Pirate – No longer has Charge.
Raza the Chained – Now reduces your Hero Power cost to 1 instead of 0.
Bonemare – Now costs 8 mana, up from 7.
Wildfest! From February 19th through March 11th join us for a Wild party! Read the Wildfest blogfor details! Wild cards return to the Arena for the duration of Wildfest. Venture into the Wild – A Tavern Brawl celebrating Wild with pre-built decks. The Wild Brawliseum – A special Tavern Brawl where you’ll build and lock-in a Wild deck, and then see if you can take it to twelve wins versus other players! Three losses and your run comes to an end. Your first Brawliseum run is free! Additional runs are available for the same price as Arena tickets. Also like the Arena, prizes are based on number of wins, and follow the Arena reward structure.
Year of the Mammoth Bundle For a limited time, purchase 10 packs each of Journey to Un’goro, Knights of the Frozen Throne, and Kobolds & Catacombs—a total of 30 packs!—for a special price.
Added the following card backs: Sparkles - Acquired from achieving Rank 20 in Ranked Play, February 2018.
Year of the Mammoth – Acquired from winning five games in Ranked Play, March 2018.
Bug Fixes & Updates Gameplay
The turn timer for the first two turns of a match are now shorter, though they should still be significantly longer than most players take on those turns. Switching from Valeera the Hollow to Deathstalker Rexxar will now correctly allow Rexxar’s Battlecry to destroy minions buffed to 2 health by Stormwind Champion or similar effects. Nemsy Necrofizzle’s Hero frame is now golden if you have unlocked the golden Warlock Hero. Removed rarity gems from several summoned minions. Playing multiple copies of Temporus in a row will now queue up sequences of two turns for your opponent and two turns for you. Fixed a bug where the Divine Shield provided by Elixir of Purity could not be silenced. Spectators now see green highlights on playable cards for both players. Fixed an issue that could cause Hearthstone to freeze when a spectated player disconnects and their opponent concedes. Tooltips for Hero Cards now appear correctly when spectating. Resolved a crash that could occur when drawing a Darkness Candle spell after The Darkness is no longer dormant. Grand Archivist can now correctly cast the Darkness Candle spell if it is present in a player’s deck. Resolved a crash that could occur when certain cost reducing cards were played. Resolved an unintended interaction that could occur with Anomalus, Taunt minions, and Commanding Shout. Added missing Collection Manager tooltips to several cards. Resolved an issue that could cause a player to become stuck when reconnecting before the first turn. Resolved an issue that would prevent the progress notification for more than one Daily Quest from being shown after a match is complete. Ice Breaker now correctly destroys Rotface without activating his effect if he is Frozen. Resolved interface issues that could arise when retiring an Arena game. Resolved an issue that would allow the Friends menu to remain active while a Friendly Challenge is active. Fixed various minor visual and text issues. Dungeon Run & Adventures
The cards that appear in several loot categories have been adjusted slightly. Cards stolen by Gloves of Mugging now appear in history tile when played by an opponent. Resolved a visual issue with Candlebeard’s charge enchantment banner. [Adventures] Atramedes now correctly uses his Hero Power whenever he should. Mobile
Resolved an issue with the Collection Manager that could allow the set filter to be interacted with behind the “Done” button. Scrolling through an Arena deck on a mobile device will no longer generate unnecessary prompts. The “Back” button will now function correctly after an Arena run is complete. History tiles that were queueing up while viewing a history event now populate correctly. Resolved an issue that could cause crafted cards to remain visible over the Collection Manager. Corrected a visual issue with the search bar in the Collection Manager. [Android] Resolved an issue with the download progress indicator. [iOS] Compatibility now requires iOS 8.0 or later. [iOS] The client will no longer sometimes freeze when a spectated player wins a match. (source)